{"author_name":"hsmith","cat":"LD #19 - Discovery - 2010","comments":[],"epoch":1292999640,"likes":1,"metadata":{"p_key":"67626","p_author":"hsmith","p_authorkey":"3391","p_urlkey":"103429","p_title":"Mothership post comp rev, or, Why Mothership Failed.","p_cat":"LD #19 - Discovery - 2010","p_event":"LD19","p_time":"1292999640","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"3391","us_name":"hsmith","us_username":"hsmith","event_start":"1292544000","event_key":"5","event_name":"LD19"},"text":"<p>First of all, I want to quickly note that I&#8217;ve made another minor revision to the post comp version of Mothership, details can be had at my website <a href=\"http:\/\/www.blacktriangles.com\">blacktriangles.com<\/a>.<\/p>\n <p>As to the title of the post, I wanted to quickly jot down a second post mortem for my project, this one perhaps giving better insight into what&#8217;s really important about what happened during LD19 and why I believe my submission was a failure.<\/p>\n <p>The consensus in feedback has overwhelmingly contained the sentiment that &#8220;your project had a lot of potential, it&#8217;s too bad you ran out of time.&#8221;  At first I was inclined to agree with them: the failure I met was with an inability to scope my project to meet the timeline, an inability to execute on the plan, and too many features without enough polish.<\/p>\n <p>I realized the truth, however, after reading a blog post I made a week before ludum dare ever started.  I was talking about a platformer I was working on:<\/p>\n <blockquote><p>If it isn\u2019t fun to jump and run around in a platformer you\u2019ve already failed \u2013 regardless of the bells and whistles you tack on.<\/p><\/blockquote>\n <p>I reread that today and realized that I had failed with Mothership long before I ran out of time.  Even if I were given a week, or a month, or a year, in the mindset I had while developing the game I would not have been able to compete with any other LD submission.  Not only did I fail to nurture the fun in my game &#8211; I completely failed to identify it to begin with.<\/p>\n <p>I am friends with a very talented designer who worked at Bungie back in the Myth days and while describing to him an idea I had for a game he asked me a simple question that stopped me cold.  <\/p>\n <p>&#8220;What verbs describe your game?&#8221;  The question made no sense to me, he elaborated, &#8220;What do players do, list out the verbs.&#8221;  They&#8230; move? They fight? They explore&#8230;  I went on for several minutes before he stopped me again: &#8220;Pick one, make it fun.  That&#8217;s the best way to make a game.&#8221;<\/p>\n <p>The reason I thought of making Mothership in the first place was because the original verb for the game in my head was &#8220;exploration&#8221;.  The fun wasn&#8217;t in collecting the materials, or even repairing the mothership, it certainly wasn&#8217;t supposed to be a crappy FPS.  It was supposed to be about landing on an alien planet and seeing something new each time you played the game.<\/p>\n <p><strong>If stepping off the mothership onto the planet didn&#8217;t make you feel excited, if you weren&#8217;t anxious to see what was around the corner, or felt a sense of discovery &#8211; I have failed<\/strong>.  I admit, that&#8217;s a tall order for two days!  No wonder I didn&#8217;t pull it off!<\/p>\n <p>Luckily, failure in games is really just an excuse to start a new iterative phase.  Each milestone is a starting point as well as a finish line.  I have already outlined a few items that I believe will help bring out the fun in my original idea.  Wish me luck, and thanks for your feedback, without your insight I would never have gotten this far, nor understood how far I still have to go.<\/p>","time":"December 22nd, 2010 1:34 am","title":"Mothership post comp rev, or, Why Mothership Failed."}